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fix(pause-point): stop resuming Play for a marker that already hit - #2553
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A wait whose marker was already hit at wait start settles on that recorded hit at its very first poll, because only continuous/trace markers get a new-hit baseline. --resume-play still ran before that poll, so `await-pause-point --id <X> --resume-play` restarted the game and then reported the old hit as a fresh success: the response said Unity was paused while control-play-mode Status showed IsPaused=false. A --trigger given alongside was dispatched into the running game for the same reason. The arm-confirmation query now recognizes that shape and performs neither side effect. The recorded hit is still returned, with ResumePlayResult carrying a new Skipped field (Resumed=false, no Error, so the wait still reads as the success it is) and TriggerResult carrying a matching not-dispatched Error. Already-hit continuous/trace markers and enable-pause-point --await are unaffected: both legitimately need the resume to reach the hit they are waiting for. Test stubs that answered the arm-confirmation query with an already-hit marker while asserting resume/trigger behavior now answer it with an armed, unhit marker, which is the state those scenarios actually describe. Claude-Session: https://claude.ai/code/session_01XbhSMKK4LFud57iAmowDz7
…me message The skip message and reference doc asserted that Unity stays paused by the recorded hit, but the marker may have been resumed manually before this wait started, so state only that Play Mode is left untouched. Claude-Session: https://claude.ai/code/session_01XbhSMKK4LFud57iAmowDz7
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Included review availability: Your plan provides up to 4 included reviews per hour; 1 remains after this review. 📝 WalkthroughWalkthroughAlready-hit non-continuous pause points now skip resume and trigger actions. The response reports the skip without an error. Continuous and trace markers still wait for a later hit. Tests and reference documentation cover the behavior. ChangesPause-point skip handling
Estimated code review effort: 3 (Moderate) | ~20 minutes Merge Risk: ⚪ Minimal · up to Already-hit non-continuous pause points now report skipped resume and trigger side effects while continuous and trace behavior remains documented as unchanged. No remaining merge-blocking risk is identified. Possibly related PRs
🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
Full details: Docstring CoverageExplanation Docstring coverage is 85.71% which is sufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 21 functions across 6 files. (3 skipped: 3 unsupported.) ✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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In @.agents/skills/uloop-pause-point/references/fast-progressing-games.md:
- Line 31: Update the maintained fast-progressing-games reference in the package
source, then regenerate both skill copies so the corresponding .agents and
.claude references stay synchronized.
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.agents/skills/uloop-pause-point/references/fast-progressing-games.md.claude/skills/uloop-pause-point/references/fast-progressing-games.mdPackages/src/Editor/CliOnlyTools~/PausePoint/Skill/references/fast-progressing-games.mdcli/project-runner/internal/projectrunner/pause_point_resume_play.gocli/project-runner/internal/projectrunner/pause_point_resume_play_test.gocli/project-runner/internal/projectrunner/pause_point_status_response_key_order_test.gocli/project-runner/internal/projectrunner/pause_point_trigger_diagnosis_test.gocli/project-runner/internal/projectrunner/pause_point_trigger_test.gocli/project-runner/internal/projectrunner/pause_point_wait_poll.go
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1 issue found across 9 files
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<file name="cli/project-runner/internal/projectrunner/pause_point_wait_poll.go">
<violation number="1" location="cli/project-runner/internal/projectrunner/pause_point_wait_poll.go:178">
P3: The new trigger skip is reported through `pausePointTriggerResult.Error`, but that field's documented contract (pause_point_trigger.go) says Error is set only when the trigger's own dispatch failed outright. The same PR adds a dedicated `Skipped` field to ResumePlayResult precisely to avoid conflating a deliberate no-op with an error, yet the trigger-skip case still routes through Error. Add a `Skipped`-style signal (or reuse a dedicated field) on `pausePointTriggerResult` so an already-hit skip is not mistaken for a dispatch failure by callers.</violation>
</file>
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Re-trigger cubic
| if options.triggerCommand != "" { | ||
| triggerResult = &pausePointTriggerResult{ | ||
| Command: pausePointTriggerCommandString(options.triggerCommand, options.triggerArgs), | ||
| Error: pausePointTriggerSkippedForExistingHitError, |
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P3: The new trigger skip is reported through pausePointTriggerResult.Error, but that field's documented contract (pause_point_trigger.go) says Error is set only when the trigger's own dispatch failed outright. The same PR adds a dedicated Skipped field to ResumePlayResult precisely to avoid conflating a deliberate no-op with an error, yet the trigger-skip case still routes through Error. Add a Skipped-style signal (or reuse a dedicated field) on pausePointTriggerResult so an already-hit skip is not mistaken for a dispatch failure by callers.
Prompt for AI agents
Check if this issue is valid — if so, understand the root cause and fix it. At cli/project-runner/internal/projectrunner/pause_point_wait_poll.go, line 178:
<comment>The new trigger skip is reported through `pausePointTriggerResult.Error`, but that field's documented contract (pause_point_trigger.go) says Error is set only when the trigger's own dispatch failed outright. The same PR adds a dedicated `Skipped` field to ResumePlayResult precisely to avoid conflating a deliberate no-op with an error, yet the trigger-skip case still routes through Error. Add a `Skipped`-style signal (or reuse a dedicated field) on `pausePointTriggerResult` so an already-hit skip is not mistaken for a dispatch failure by callers.</comment>
<file context>
@@ -140,6 +148,39 @@ func startPausePointWaitSideEffects(
+ if options.triggerCommand != "" {
+ triggerResult = &pausePointTriggerResult{
+ Command: pausePointTriggerCommandString(options.triggerCommand, options.triggerArgs),
+ Error: pausePointTriggerSkippedForExistingHitError,
+ }
+ }
</file context>
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Declining: the not-armed path already reports "trigger was not dispatched: ..." through TriggerResult.Error, and the Explanation comment in pause_point_trigger.go states that callers treat Error as "the trigger never ran", which is exactly this case. A separate Skipped field on TriggerResult would split the same meaning across two fields; ResumePlayResult.Skipped exists because Error there makes the wait treat the resume as failed and suppresses the trigger, which has no analogue on the trigger side.
…able --await Three review findings on the skipped-resume path. The skip path discarded the arm response that proved the marker had hit and let the poll loop re-query from an empty snapshot: a marker cleared or expired in between was then reported as that other state, and a transient query error polled on until the timeout — so the wait did not return the recorded hit as-is. The pre-wait stage now returns its outputs as a struct carrying an optional immediateHit, and waitForPausePoint answers with that response directly instead of entering the poll loop at all. The skip rule no longer excludes markerJustEnabled. enable-pause-point --await --resume-play against a per-frame line can see Hit at its own arm confirmation, and that hit settles the wait with no baseline, so resuming there produced the same "reports a hit while the game runs" inconsistency. The rule is now simply "the arm response already settles the wait": Status is Hit and decidePausePointNewHitBaseline gave no baseline. The already-hit test stub answered Hit to every query, so it could not tell an implementation that used the arm response from one that re-polled. It now answers once and fails the test on any later query. Claude-Session: https://claude.ai/code/session_01XbhSMKK4LFud57iAmowDz7
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All reported issues were addressed across 5 files (changes from recent commits).
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Re-trigger cubic
… output count The reference sentence claimed already-hit continuous/trace markers always resume, which contradicts the just-enabled case described one sentence earlier; the struct comment counted six outputs after a seventh was added. Claude-Session: https://claude.ai/code/session_01XbhSMKK4LFud57iAmowDz7
Problem
uloop await-pause-point --id <X> --resume-playon a single-shot marker that had already hit resumed Play Mode and then immediately reported the old hit as the wait result. The response said "Pause point hit; Unity pause was requested" (and the StatusNote told the caller to read live values as post-frame state) while Unity was actually running again.Reported by a usability tester who armed two markers in the same method: the first hit paused Unity, the rest of that frame ran, so the second marker was already
Hit; awaiting the second one with--resume-playun-paused the game and returned the stale hit.control-play-mode --action StatusshowedIsPaused: false. Without--resume-playthe same await returned with Unity still paused.Cause
startPausePointWaitSideEffectstreatsStatus: Hitas "armed" and only continuous/trace markers receive a new-hit baseline. For a single-shot (or empty-Mode) marker the first poll therefore settles on the recorded hit, but--resume-play(and--trigger) had already run before that poll.Fix
Hit, no new-hit baseline, notmarkerJustEnabled), skip both--resume-playand--triggerand return the recorded hit.ResumePlayResultgainsSkipped(withResumed: false, noError, so the wait stays a success) explaining why;TriggerResult.Errorsays the trigger was not dispatched, mirroring the not-armed path.enable-pause-point --awaitkeep today's behavior (regression tests added).fast-progressing-games.md(--resume-playsemantics) documents the skip; generated skill copies regenerated.Verification
pause_point_resume_play_test.gocover: single-shot already-hit +--resume-play(resume not called), empty-Mode +--trigger(trigger not dispatched), continuous already-hit still resumes,markerJustEnabledstill resumes, JSON shape ofSkipped.scripts/check-go-cli.shpasses (lint 0 issues, all module tests ok).check-skill-sizepasses.https://claude.ai/code/session_01XbhSMKK4LFud57iAmowDz7